Image 1 — UIE: FUGUE
Image 2 — UIE: FUGUE
▲ 99 r/SillyTavernAI+1 crossposts

UIE: FUGUE

LINK: https://github.com/GetfroggyHoe/Universal-Immersion-Engine-Fugue

PREVIOUS POST: https://www.reddit.com/r/SillyTavernAI/s/kQLnrJSWMR

This post won't last forever. Any issues, questions and concerns, please post then on the github or the subreddit for now.

https://www.reddit.com/r/UieFugue/s/8ExzL9jDMY


I won’t make this long.

Yes, I will.

FULL TRANSPARENCY!!!:

Mobile is still being worked on. I’m pushing another update shortly, so please bear with me.

I want to thank everyone who was patient. I know I couldn't keep a timeline to save my life but mobile is my worst enemy (And inventory)

Regardless.

It’s here.

Universal Immersion Engine: Fugue

My recommendations: ENABLE TURBO API! Get a google api key or a Nvidia Nim api (unless you use local then ignore this or not.)

Use Gemma 31b, Kimi, or Qwen for generating.

Fastapi saves, yes, but it's python and math, not an api. Context can be very important if you have a deep rp and it's much easier to build with it!

I feel like I didn't give anyone enough information. That is my fault.

What Fugue Actually Does

UIE: Fugue is a self-building AI roleplaying game engine.

You do not need to manually construct an entire game before you can play it.

You can begin with a character card, a lorebook, an existing roleplay setup, a world description, or even a relatively simple starting idea. As the roleplay continues, Fugue interprets what is happening and gradually turns the generated story into a persistent, interactive game.

When the story introduces a new character, that character can become a persistent NPC.

When the characters travel somewhere new, that place can become part of the world and map.

When someone gives you an object, purchases something, finds equipment, receives a key, reads a document, or collects a quest item, it can become an actual inventory object instead of remaining buried in the chat.

When a guild, school, company, kingdom, criminal group, family, military unit, party, or other social structure becomes relevant, Fugue can represent it as a persistent organization with members, ranks, relationships, goals, and ongoing activity.

Relationships, memories, schedules, secrets, emotional states, locations, messages, calls, letters, emails, quests, events, statistics, conditions, and world changes can develop alongside the roleplay.

The user is not expected to stop playing every few minutes and manually convert the story into game data. The engine is designed to recognize important changes, structure them, save them, and make them usable through the interface.

The result is a game that expands while you play it.

You may begin with one character in one room.

That character introduces a sibling. The sibling becomes another persistent NPC.

They invite you to a restaurant. The restaurant becomes a location.

You meet its owner. The owner receives a profile, relationships, memories, a schedule, and a place within the world.

Someone leaves a phone number. It becomes usable through the phone system.

A rival sends a threatening message. It remains in the conversation history.

A character gives you a key. The key enters inventory and can later be connected to the apartment, vehicle, office, chest, or room it opens.

A school, guild, business, or faction becomes involved. Its members and internal structure begin developing.

The story has not merely mentioned these things. They have become parts of the playable world.

This is what separates Fugue from a normal visual-novel chat interface.

The visual-novel screen is where conversations and scenes are presented, but the roleplay is supported by an interconnected engine underneath it. Characters, places, belongings, relationships, organizations, communications, and world events do not have to disappear when the conversation moves forward.

Fugue continuously gives the roleplay more structure.

It is still open-ended AI roleplay. There is no predetermined campaign that forces the player down one route, and the user can still edit, remove, replace, lock, or manually create content whenever they choose.

Automation exists to support the roleplay, not control it.

You create the starting point. You and the AI create the story. Fugue turns that story into the game.

That is the vision behind Fugue.

It is meant to let a roleplay grow into a persistent, interactive world as you play—building out characters, locations, relationships, items, organizations, messages, events, and other systems from what happens in the story.

Some parts may still be rough or behave unexpectedly right now. I am an amateur developer building a very large project, and I am still learning as I go.

That is also why genuine feedback matters so much to me.

Bug reports, usability issues, suggestions, technical criticism, and clear explanations of what is not working all help me improve Fugue. Even when I cannot fix something immediately, the feedback still gives me something concrete to examine and learn from.

I do not expect the project to be perfect at launch. I do want it to keep getting better.

Fugue is ambitious, experimental, and still growing, but the goal has remained the same:

You begin the world. You and the AI live the story. Fugue makes it playable.


I built this for people like me who want to be apart of the rp not just read about it! For roleplayers who want worlds that feel playable, persistent, and alive. Your support helps me build the next step: full 2D and 3D game creation! I didn't know I could do this, but I did. And I know I can do so much more with the help of my community!

SUPPORT:

https://ko-fi.com/getfroggyhoe

u/GetFroggyHoe — 11 days ago
▲ 455 r/perchance+1 crossposts

I'M FINALLY BACK WITH A REAL UPDATE ON MY WIP! UIE: FUGUE

**UPDATE: Mobile UI is still giving me a hard time but I'm not going to keep gatekeeping. It's playable.

https://github.com/GetfroggyHoe/Universal-Immersion-Engine-Fugue/

Remember this?

https://www.reddit.com/r/SillyTavernAI/s/6DqlVynXN6

Probably not, SO! I'd like to let everyone who was wondering, which is probably absolutely no one, that I am planning on releasing my project this weekend!

I have added many new features that I AM TOO LAZY TO TYPE I DON'T CARE! But one of my biggest are books! Books generate as books and they also generate the text inside them when being added to your inventory! This goes for notes, scrolls. All context related!

This post is to mainly highlights new features and updates! I truly hope everyone enjoys this as much as I enjoyed working on it when I finally release it into the wild. Now clearly this isn't nearly everything you can do, it's just a lot to fit into one post and my phone's already skipping a beat.

ANYWAY! LET'S GET INTO WHAT WE ALL HAVE BEEN WAITING FOR!

Almost forgot to mention: THERE ARE ASSETS! Which is a big reason it's taking as long as it is!

_______

​💬 Cinematic Presentation & Local Voice

​Visual Novel Chatting: Styled dialogue boxes, character portraits, dynamic backgrounds, custom themes, and a highly readable scene flow.

​Built-In Kokoro TTS: Native, local browser playback using Kokoro. It features per-character voice recipes, voice blending (combining voices mathematically), and built-in voice testing so characters sound completely distinct without clunky external APIs. (But you still can!)

​🗺️ Grounded Spatial Navigation & Travel

​Layered Map System: Maps are split into World, Region, Local, Nearby, and Room/Blueprint layers.

​Real Movement: You physically travel through discovered places instead of just "teleporting" via text prompts.

​Travel & Transit Assets: Built-in systems for tracking mounts, carts, road vehicles, boats, ships, aircraft, trains, and spacecraft. It includes dedicated transit logic for docks, stations, garages, hangars, and spaceports.

​👥 Living NPC Autonomy & Social Systems

​Separate NPC Engine: An in-game NPC creator completely distinct from standard character cards. NPCs are assigned roles, stats, relationships, locations, voices, and dynamic "wants and needs" in that game. They are the living world you keep track of.

​True Autonomy: NPCs have routines and move around the map. They remember past events, can break their schedules, send you messages, and continue living their lives outside of your current scene.

​Social & Party Tracking: Tracks deep relationship affinity, family ties, notes, and map tracking. You can manage full RPG-style parties with member sheets, combat tactics, equipment, and shared context.

Lineage: CHARACTERS HAVE FAMILY AND ANCESTORS! INCLUDING YOU!

​⚔️ Deep RPG, Economy, & Crafting Mechanics

​Character Tools: Tracks stats, vitals, resources, status effects, age, progression, and life trackers.

​Inventory & Gear: Full support for equipment, outfits, readable books, bags, storage, and usable items.

​Deep Crafting: Built-in modules for forging, alchemy, enchanting, rune creation, cooking, and procedural item generation.

​Structured Combat: Turn flow management, target tracking, party roles, and tactical encounter tools.

Helper Pet: Your Helper Pet can tell you anything you need to know about the game, guide you through tough decisions, generate items for you, or just be a friend!

​🕒 The Living World Backend

​Time & Calendars: A persistent world clock where schedules, daily life, work, training, rest, and world events actually matter.

​In-World Phone/Letter Tools: A fully functioning in-game phone used for texting NPCs, receiving calls, contact management, send letters, banking, and calling transit.

​World Lore & Systems: Lorebooks, journals, faction tracking, a functioning economy, shops, trade systems, and ambient atmosphere systems.

​****The Backend Matrix: The engine handles constant background "world ticks," persistent memories, map placements, feeds, and phone messages entirely separate from the main chat loop.

FastAPI Backend: Runs 100% locally on your machine via localhost, keeping all chats, character cards, and world state data entirely private, secure, and offline. Still working on this, but it will be present during the release!

​🛠️ The Vision

​The goal here is to bridge the gap between "text bot" and an actual, systemic video game. Characters shouldn't just freeze when you walk out of a room, and the environment shouldn't forget where you left your items.

I know it seems like a lot, but that's because it is. Everything is customizable, everything updates dynamically, and your game revolves completely around you. But make no mistake! Nothing is mandatory! (Well starting location clearly is and a name) ALMOST EVERYTHING! SO YOU DON'T HAVE TO ADD WHAT YOU DON'T WANT!

THIS IS A LIVING WORLD PEOPLE! I DID MY RESEARCH SO YOU DIDN'T HAVE TO!

And I did it for the love of the game.

u/GetFroggyHoe — 5 hours ago

Hello, it's me again! I have done major updates on my project (It doesn't have a name yet)

https://www.reddit.com/r/SillyTavernAI/s/8TE0LCaxPa

I was wondering if anyone would like to test it for me!

My core goal is to use your AI to the best of it's abilities! Why pay for AI and only use a fraction of what you're paying for? This frontend is completely interactive, and the world is dynamic. Characters show up in random places, they have schedules, they have lives. Traveling is real. You are no longer just reading text, you are actively a part of the game, and I have also taken the liberty of making it easy by transfer of presets, characters, and lorebooks! I have tested it myself, but I'm more focused on the internal part rather than actually playing it. So, if anyone is interested, I would be happy to move forward with this!

I love SillyTavern, it's easy to use but I noticed that I don't have much use for backgrounds, I rarely used expression packs (I use mobile) and it's mainly just for chatting, which I love! But I wanted more. I have been using AI for 6 years now, I have also been roleplaying for longer (video games) I wanted both because I'm greedy and I am VERY big on immersion! (Big Skyrim and Sim fan, plus I love dating sims sue me.) So when I realized I could just make it myself, I did! And this time EVERYTHING WORKS! (Sorry UIE users I haven't been working on it but it's because it's very extensive and ST already has a lot going on)

This project runs 1000 times smoother

reddit.com
u/GetFroggyHoe — 3 months ago